/*
 * Copyright (C) 2010 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.replica.replicaisland;

/**
 * A game component implements a single feature of a game object. Components are
 * run once per frame when their parent object is active. Updating a game object
 * is equivalent to updating all of its components. Note that a game object may
 * contain more than one instance of the same type of component.
 */
public abstract class GameComponent extends PhasedObject {
	// Defines high-level buckets within which components may choose to run.
	public enum ComponentPhases {
		THINK, // decisions are made
		PHYSICS, // impulse velocities are summed
		POST_PHYSICS, // inertia, friction, and bounce
		MOVEMENT, // position is updated
		COLLISION_DETECTION, // intersections are detected
		COLLISION_RESPONSE, // intersections are resolved
		POST_COLLISION, // position is now final for the frame
		ANIMATION, // animations are selected
		PRE_DRAW, // drawing state is initialized
		DRAW, // drawing commands are scheduled.
		FRAME_END, // final cleanup before the next update
	}

	public boolean shared;

	public GameComponent() {
		super();
		shared = false;
	}

}
